12 Principles of 3D CG Animation Amy Gooch CS395: Intro to Animation Summer 2004
12 Principles of Animation • Created by Disney Studios in 1930s – Snow White (1937) – Pinocchio & Fantastia (1940) – Dumbo (1941) – Bambi (1942) Really about… • Performance – Directing Performance – Representing reality – Interpreting real world physics – Editing sequence of actions
Squash and stretch Squash and stretch
Anticipation Staging
Two Animation Techniques for Action • Pose-to-Pose • Straight-ahead (Also: Ryan by Chris Landreth) Action, pt 2 Follow-thru Action Overlapping Action
Movement: Slow-in and Slow-out • The ball on the left moves at a constant speed with no squash/stretch. The ball in the center does slow in and out with a squash/stretch. The ball on the right moves at a constant speed with squash/stretch. Movement: Arcs
Secondary Action Timing
Exaggeration Solid modeling and rigging • (solid drawing in 1930s)
Character Personality A few more…
Visual Styling Blend Motion • Cartoon physics • Realiistic cartoon • Realisitic human • Rotoscoping
Cinematography • Lighting • Composition • Squencing Facial animation • More subtle controls in CG • Decide early on level of control
User-controlled animation • Games allow user intervention • Built-in anticipation • Branch smoothly between action shots
Animation Examples • Siggraph 2004 DVD Credits • http://www.siggraph.org/education/materials/HyperGraph/animation/character_animati on/principles/prin_trad_anim.htm • Kerlow’s Book • Jessica Hodgin’s Notes
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